Heroes are numerically accounted for, as described in
section I. Most legendary heroes are warriors, section II is
used to resolve battles. Much of the life of a hero is spent
doing more mundane things, these things aren't often
featured on TV or in myths, nut they can effect te hero
greatly. This section involves the everyday situations which
affect people's lives; eating, healing travelling, etc.

Attacking Inanimate Objects

Inanimate objects only have one characteristic row:
Weight:endurance:articulation,hardness,flexibility,supporter
s,dependents.
Actual weight is found on the table.
An attempt to destroy an inanimate object challenges
whatever weapon ability the hero uses, (limited normally),
or strength, versus the target's hardness, suporters, or
flexibility ability.
under 0, the object is not affected
0, roll again but don't add the hero'ss linit to the
roll
over 0, the difference is applied to the target's
endurance maximum
If the total damage goes over articulation, the item is
not functional, (a door is passable, a cart's wheels are
broken, etcetera). If the target is destroyed' (reduced to 0
endurance), nearby objects may be attacked by the item's
dependents ability, (when a pillar is destroyed, the cieling
is attacked).
If an item's supporters are destroyed, supporters ability
can't be used as a die modifier.
Flexibility speciality advances are added directly to
endurance, (when calculating flexibility ability). If
flexibility ability is used as a die modifier, use weight to
absorb damage.

Ship To Ship Combat

Swashbuckling pirates or traders often become legends.
When ships are attacked they are treated as inanimate
objects. They have two sections: mast and hull. People
aboard ships can be attacked idividually, but they are also
attacked by the ship's dependents ability when it takes
damage. For each damage point the ship suffers, one crew
member is attacked. Ships use articulation ability minus
weight as maneuver rating, (other modifiers may apply - The
referee may impose modifiers based on individual
situations/actions)

After combat, all agility points are heaed, (except
modifiers due to terrain, etcetera - see hardship points).
Each day, challenge health skill, versus 3 times the
number of current wounds.
over 0, heal 1 point, (and the heal die modifier
becomes 0)
0, add 1 to the heal die modifier and roll again
immediately
under 0, add 1 to the die modifier and wait one
day.
Medical skill and spells can be used to increase the heal
die modifier.

Adventure Rounds

Abilities not used in combat are used in one minute
turns. They can be prepared, by adding the skill rating of
the actual time spent. The roll is limited to double the
undjusted skill, (not specialty), rating.

Money

A typical daily, (ten to 12 hours), wage for a trade is
about 1 silver, assuming a total raquirements of 100. A
better way to guage pay is to total the required test
ratings and divide by 1000, the result is one day's pay.
When a bank casts a coin, the actual weight is 5 percent
less than the face value. If required by another bank, it
must make good on the difference. This can only happen when
the money is spent to buy land, (these negotiations are
mediated by the banks involved). Money is cast deeply and
very precisely. A careful merchant will weigh coins in
water, (comparing with volume).When lage amounts are
exchanged, gold is preferred, a 5 percent charge is incurred
for use of silver if gold is listed. Gold is often measured
with calipers. The most valuable currency is gem currency.
Actual gems are set in gold and each accompanied by a deed.
This currency is very rare and hard to exchange.

Role-play Bonus

When a player acts out, or otherwise vocalixes a hero's
course of action, it is called roleplaying. In the game,
whenever the player does this a modifier is added to the
next ability roll. THere is a way to judge the success of
the roleplay. The player can simply claim a +1, but must do
so before each roll. The referee can grant an additional +1,
at any time, but should only do so if the player describes
an action especially fitting to the situation.

When assigning a DN to a trade roll, the square root of
the reguler cost of the item, (in silver), times 10, is used
as the DR. The cost of supplies is the regular cost of the
item, plus its size rating, then divided by the cost.
Expertise can be gained in trade use. For each solid
month making a living in a trade, 1 expertise point is
gainsd. Expertise gained in a trade must be dedicated to
either the trade (specialization) or the check (whether an
attribute or skill).

Weight

For each multiple of strength ability the weight total
is: add 1 hardship point. Each 2kg and cubic foot equals 1
weight point.

Hardship Points

Usually, hardship points are considered agility damage.
Once the hero has more hardship points than agility maximum,
all ability rolls are reduced by the differenc. If the hero
has more hardship ponts than stamina, skills and specialties
can't be used, and characteristics are reduced by the
difference.